Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.3.X
Votes
1
Found in
2018.4
2018.4.14f1
2020.1
Issue ID
1208041
Regression
No
Changing the product name does not automatically change the name of build's executable when selecting "Build And Run"
How to reproduce:
1. Create a new project or open an existing one
2. Build and run the project
2. Open Player Settings (Edit -> Project Settings - > Player)
3. Change the Product Name value in the Player Settings
4. Build and run the project
Expected result: The name of the build executable file is the same as the product name
Actual result: The name of the build stays the same as the old product name
Reproducible with: 2018.4.16f1, 2019.3.0f6, 2020.1.0a21
Notes:
The issue does not reproduce on Unity 2017.4, as the executable name is chosen when building instead of being the same as product name.
The issue is only reproducible when selecting "Build And Run".
A possible workaround is to delete the Library folder, this way the name will change on new builds.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Add comment